Super Naruto: Clash of Ninja 4/Changelog
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Universal Changes from Vanilla GNT4
Quality of Life
- Most relevant menus are translated to English
- The intro logos and cinematic are skipped
- The game has all characters and stages unlocked by default
- The game loads with the accepted tournament ruleset in place (3/5 rounds, 90 seconds)
- Ino has replaced Sakura on the main menu
- Debug practice mode is available from the main menu in place of Three Man Cell training
- The character select menu moves faster
- A random select has been implemented in place of Akamaru
- Several stages have been replaced with custom stages or stages imported from Bloody Roar: Extreme and Clash of Ninja! Revolution 3
- The stage select screen has size and shape diagrams
- The slow down effect at the end of rounds does not occur
- Training Mode defaults to 2P control, chakra recovery OFF, show inputs OFF
- CPU record functionality has been added to the Training Mode menu (thank you based Kitesage)
Gameplay
Movement & Steps
- Run stop has been removed, allowing any action immediately after ending a run
- Running sidestep tracks towards the enemy more aggressively
- The invulnerable frames of sidestep can be thrown
- The slow backflip has been replaced with quicker sliding backdashes
- Turn around is three frames faster (8 in Super, down from 11 in Vanilla)
- Dash transitions to run on frame 6 (from 8)
Combat
- The throw break window has been increased two frames for player one and three frames for player 2 and is now 4 frames for both players on air throws and 6 frames on grounded throws
- X no longer breaks throws
- Throws can't be broken while the defender has active 4B guard frames or active 4A/2X counters
- Stand resets intangibility
- Jump land, throw whiff, more hit states can be thrown
- The startups of many jump attacks are vulnerable to air throw, particularly physical attacks
- Successful air throw is invulnerable
- Normal throws cannot be subbed for the first ten frames after being thrown
- Landing face first, small bounce on your back or face, and crumple restores your ability to substitute
- Air and Ground throw breaks have guard frames that guard against normal and special attacks (successful throw breaks cannot be punished by things like leftover projectiles on screen)
- Jump land doesn't high crush
- GRKnJs have at a minimum 17 intangible travel frames and will hit on at least frame 29
- 4A counters are throwable the entire duration
- Getup attacks (Wake Up Kick; WUK) added. If holding A or B on frame 15 of a neutral getup, the character will transition to a get up attack. These are fully intangible for four frames and then immune to mids and highs until the hitbox disappears. They are -21 on block
- Switching characters is disabled in Three Man Cell mode (this is planned to be reverted in a future patch)
List of Contributors
Developer | Design | Coding | Assets | Art | Balance (Advisor) | Active |
---|---|---|---|---|---|---|
TheCape | ✔ | ✔ | ||||
Sifo | ✔ | ✔ | ||||
GunBlaze | ✔ | ✔ | ✔ | ✔ | ||
Kitesage | ✔ | ✔ | ✔ | |||
Psi-Hate | ✔ | |||||
Sigma | ✔ | |||||
Ploaj | ✔ | |||||
Potato | ✔ | ✔ | ✔ | ✔ | ||
Ada | ✔ | |||||
Stripper Vash | ✔ | ✔ | ||||
Zen | ✔ | ✔ | ||||
Heartnana | ✔ | |||||
OldBoyDope | ✔ | |||||
LilyHV | ✔ | ✔ | ✔ | |||
Athkore | ✔ | ✔ | ✔ | |||
Virtue | ✔ | ✔ | ✔ | |||
Kyuubi | ✔ | ✔ | ✔ | |||
Hamadarody | ✔ |